2013-06-23 07:49:34 +00:00
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/*
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** gl_light.cpp
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** Light level / fog management / dynamic lights
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "c_dispatch.h"
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#include "p_local.h"
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#include "p_effect.h"
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#include "vectors.h"
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#include "gl/gl_functions.h"
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#include "g_level.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/data/gl_data.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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//==========================================================================
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//
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// Gets the light for a sprite - takes dynamic lights into account
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//
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//==========================================================================
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bool gl_GetSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsector_t * subsec, int desaturation, float * out, line_t *line, int side)
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{
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ADynamicLight *light;
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float frac, lr, lg, lb;
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float radius;
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bool changed = false;
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out[0]=out[1]=out[2]=0;
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for(int j=0;j<2;j++)
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{
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// Go through both light lists
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FLightNode * node = subsec->lighthead[j];
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while (node)
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{
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light=node->lightsource;
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if (!(light->flags2&MF2_DORMANT) &&
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(!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
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{
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float dist = FVector3( FIXED2FLOAT(x - light->x), FIXED2FLOAT(y - light->y), FIXED2FLOAT(z - light->z) ).Length();
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radius = light->GetRadius() * gl_lights_size;
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if (dist < radius)
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{
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frac = 1.0f - (dist / radius);
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if (frac > 0)
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{
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if (line != NULL)
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{
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if (P_PointOnLineSide(light->x, light->y, line) != side)
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{
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node = node->nextLight;
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continue;
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}
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}
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lr = light->GetRed() / 255.0f * gl_lights_intensity;
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lg = light->GetGreen() / 255.0f * gl_lights_intensity;
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lb = light->GetBlue() / 255.0f * gl_lights_intensity;
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if (light->IsSubtractive())
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{
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float bright = FVector3(lr, lg, lb).Length();
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FVector3 lightColor(lr, lg, lb);
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lr = (bright - lr) * -1;
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lg = (bright - lg) * -1;
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lb = (bright - lb) * -1;
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}
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out[0] += lr * frac;
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out[1] += lg * frac;
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out[2] += lb * frac;
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changed = true;
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}
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}
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}
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node = node->nextLight;
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}
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}
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// Desaturate dynamic lighting if applicable
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if (desaturation>0 && desaturation<=CM_DESAT31)
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{
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float gray=(out[0]*77 + out[1]*143 + out[2]*37)/257;
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out[0]= (out[0]*(31-desaturation)+ gray*desaturation)/31;
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out[1]= (out[1]*(31-desaturation)+ gray*desaturation)/31;
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out[2]= (out[2]*(31-desaturation)+ gray*desaturation)/31;
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}
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return changed;
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}
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//==========================================================================
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//
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// Sets the light for a sprite - takes dynamic lights into account
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//
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//==========================================================================
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static int gl_SetSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsector_t * subsec,
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int lightlevel, int rellight, FColormap * cm, float alpha,
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PalEntry ThingColor, bool weapon)
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{
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float r,g,b;
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float result[4]; // Korshun.
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gl_GetLightColor(lightlevel, rellight, cm, &r, &g, &b, weapon);
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bool res = gl_GetSpriteLight(self, x, y, z, subsec, cm? cm->colormap : 0, result);
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if (!res || glset.lightmode == 8)
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{
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r *= ThingColor.r/255.f;
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g *= ThingColor.g/255.f;
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b *= ThingColor.b/255.f;
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2013-09-03 12:05:41 +00:00
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glColor4f(r, g, b, alpha);
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2013-06-23 07:49:34 +00:00
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if (glset.lightmode == 8)
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{
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gl.VertexAttrib1f(VATTR_LIGHTLEVEL, gl_CalcLightLevel(lightlevel, rellight, weapon) / 255.0f); // Korshun.
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gl_RenderState.SetDynLight(result[0], result[1], result[2]);
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}
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return lightlevel;
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}
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else
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{
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// Note: Due to subtractive lights the values can easily become negative so we have to clamp both
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// at the low and top end of the range!
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r = clamp<float>(result[0]+r, 0, 1.0f);
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g = clamp<float>(result[1]+g, 0, 1.0f);
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b = clamp<float>(result[2]+b, 0, 1.0f);
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float dlightlevel = r*77 + g*143 + b*35;
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r *= ThingColor.r/255.f;
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g *= ThingColor.g/255.f;
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b *= ThingColor.b/255.f;
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2013-09-03 12:05:41 +00:00
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glColor4f(r, g, b, alpha);
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2013-06-23 07:49:34 +00:00
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if (dlightlevel == 0) return 0;
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if (glset.lightmode&2 && dlightlevel<192.f)
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{
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return xs_CRoundToInt(192.f - (192.f - dlightlevel) / 1.95f);
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}
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else
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{
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return xs_CRoundToInt(dlightlevel);
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}
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}
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}
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int gl_SetSpriteLight(AActor * thing, int lightlevel, int rellight, FColormap * cm,
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float alpha, PalEntry ThingColor, bool weapon)
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{
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subsector_t * subsec = thing->subsector;
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return gl_SetSpriteLight(thing, thing->x, thing->y, thing->z+(thing->height>>1), subsec,
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lightlevel, rellight, cm, alpha, ThingColor, weapon);
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}
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int gl_SetSpriteLight(particle_t * thing, int lightlevel, int rellight, FColormap *cm, float alpha, PalEntry ThingColor)
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{
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return gl_SetSpriteLight(NULL, thing->x, thing->y, thing->z, thing->subsector, lightlevel, rellight,
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cm, alpha, ThingColor, false);
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}
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//==========================================================================
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//
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// Modifies the color values depending on the render style
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//
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//==========================================================================
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void gl_GetSpriteLighting(FRenderStyle style, AActor *thing, FColormap *cm, PalEntry &ThingColor)
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{
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if (style.Flags & STYLEF_RedIsAlpha)
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{
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cm->colormap = CM_SHADE;
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}
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if (style.Flags & STYLEF_ColorIsFixed)
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{
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if (style.Flags & STYLEF_InvertSource)
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{
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ThingColor = PalEntry(thing->fillcolor).InverseColor();
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}
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else
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{
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ThingColor = thing->fillcolor;
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}
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}
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// This doesn't work like in the software renderer.
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if (style.Flags & STYLEF_InvertSource)
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{
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int gray = (cm->LightColor.r*77 + cm->LightColor.r*143 + cm->LightColor.r*36)>>8;
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cm->LightColor.r = cm->LightColor.g = cm->LightColor.b = gray;
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}
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}
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//==========================================================================
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//
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// Sets render state to draw the given render style
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//
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//==========================================================================
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int gl_SetSpriteLighting(FRenderStyle style, AActor *thing, int lightlevel, int rellight, FColormap *cm,
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PalEntry ThingColor, float alpha, bool fullbright, bool weapon)
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{
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FColormap internal_cm;
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if (style.Flags & STYLEF_RedIsAlpha)
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{
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cm->colormap = CM_SHADE;
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}
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if (style.Flags & STYLEF_ColorIsFixed)
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{
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if (style.Flags & STYLEF_InvertSource)
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{
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ThingColor = PalEntry(thing->fillcolor).InverseColor();
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}
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else
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{
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ThingColor = thing->fillcolor;
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}
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gl_ModifyColor(ThingColor.r, ThingColor.g, ThingColor.b, cm->colormap);
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}
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// This doesn't work like in the software renderer.
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if (style.Flags & STYLEF_InvertSource)
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{
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internal_cm = *cm;
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cm = &internal_cm;
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int gray = (internal_cm.LightColor.r*77 + internal_cm.LightColor.r*143 + internal_cm.LightColor.r*36)>>8;
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cm->LightColor.r = cm->LightColor.g = cm->LightColor.b = gray;
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}
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if (style.BlendOp == STYLEOP_Shadow)
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{
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2013-09-03 12:05:41 +00:00
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glColor4f(0.2f * ThingColor.r / 255.f, 0.2f * ThingColor.g / 255.f,
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2013-06-23 07:49:34 +00:00
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0.2f * ThingColor.b / 255.f, (alpha = 0.33f));
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}
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else
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{
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if (gl_light_sprites && gl_lights && GLRenderer->mLightCount && !fullbright)
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{
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lightlevel = gl_SetSpriteLight(thing, lightlevel, rellight, cm, alpha, ThingColor, weapon);
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}
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else
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{
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gl_SetColor(lightlevel, rellight, cm, alpha, ThingColor, weapon);
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}
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}
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gl_RenderState.AlphaFunc(GL_GEQUAL,alpha*gl_mask_sprite_threshold);
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return lightlevel;
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}
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